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1 |
| -import { generate, parse } from 'shaderkit' |
2 | 1 | import { describe, it, expect } from 'vitest'
|
| 2 | +import { generate, parse, minify } from 'shaderkit' |
3 | 3 |
|
4 | 4 | const glsl = /* glsl */ `#version 300 es
|
5 |
| -precision mediump float; |
6 |
| -#define PLUS(n) n+=1 |
7 |
| -#define TEST |
8 |
| -#if defined(TEST) |
9 |
| -const bool isTest=true; |
10 |
| -#endif |
11 |
| -uniform float foo,bar;uniform sampler2D map;in vec2 vUv;out vec4 pc_FragColor; |
12 |
| -#include <three_test> |
13 |
| -layout(std140)uniform Uniforms1{mat4 projectionMatrix;mat4 modelViewMatrix;mat3 normalMatrix;float one,two;};layout(std140)uniform Uniforms2{mat4 projectionMatrix;mat4 modelViewMatrix;mat3 normalMatrix;float one,two;}globals;struct LightData{float intensity;vec3 position;float one,two;};uniform LightData Light[4];void main(){vec4 lightNormal=vec4(Light[0].position.xyz*Light[0].intensity,0.0);vec4 clipPosition=projectionMatrix*modelViewMatrix*vec4(0,0,0,1);vec4 clipPositionGlobals=globals.projectionMatrix*globals.modelViewMatrix*vec4(0,0,0,1);if(false){}pc_FragColor=vec4(texture(map,vUv).rgb,0.0);float bar=0.0;pc_FragColor.a+=1.0+bar;} |
14 |
| -`.trim() |
| 5 | + precision mediump float; |
| 6 | +
|
| 7 | + // single line |
| 8 | +
|
| 9 | + /* |
| 10 | + multiline |
| 11 | + */ |
| 12 | +
|
| 13 | + #define PLUS (n) \ |
| 14 | + n += 1 |
| 15 | +
|
| 16 | + #define TEST // inline comment |
| 17 | + #if defined( TEST ) |
| 18 | + const bool isTest = true; |
| 19 | + #endif |
| 20 | +
|
| 21 | + uniform float foo, bar; |
| 22 | +
|
| 23 | + uniform sampler2D map; |
| 24 | + in vec2 vUv; |
| 25 | + out vec4 pc_FragColor; |
| 26 | +
|
| 27 | + #include <three_test> |
| 28 | +
|
| 29 | + layout(std140) uniform Uniforms1 { |
| 30 | + mat4 projectionMatrix; |
| 31 | + mat4 modelViewMatrix; |
| 32 | + mat3 normalMatrix; |
| 33 | + float one, two; |
| 34 | + }; |
| 35 | +
|
| 36 | + layout(std140) uniform Uniforms2 { |
| 37 | + mat4 projectionMatrix; |
| 38 | + mat4 modelViewMatrix; |
| 39 | + mat3 normalMatrix; |
| 40 | + float one, two; |
| 41 | + } globals; |
| 42 | +
|
| 43 | + |
| 44 | + // struct X { |
| 45 | + // #if !defined(BLA) |
| 46 | + // int y; |
| 47 | + // #else |
| 48 | + // float z; |
| 49 | + // #endif |
| 50 | + // }; |
| 51 | +
|
| 52 | + struct LightData { |
| 53 | + float intensity; |
| 54 | + vec3 position; |
| 55 | + float one, two; |
| 56 | + }; |
| 57 | + uniform LightData Light[4]; |
| 58 | +
|
| 59 | + void main() { |
| 60 | + vec4 lightNormal = vec4(Light[0].position.xyz * Light[0].intensity, 0.0); |
| 61 | + vec4 clipPosition = projectionMatrix * modelViewMatrix * vec4(0, 0, 0, 1); |
| 62 | + vec4 clipPositionGlobals = globals.projectionMatrix * globals.modelViewMatrix * vec4(0, 0, 0, 1); |
| 63 | + if (false) {} |
| 64 | + pc_FragColor = vec4(texture(map, vUv).rgb, 0.0); |
| 65 | + float bar = 0.0; |
| 66 | + pc_FragColor.a += 1.0+bar; |
| 67 | + } |
| 68 | +` |
15 | 69 |
|
16 | 70 | describe('generator', () => {
|
17 | 71 | it('can handle GLSL', () => {
|
18 | 72 | const program = parse(glsl)
|
19 | 73 | const output = generate(program, { target: 'GLSL' })
|
20 |
| - expect(output).toBe(glsl) |
| 74 | + expect(output).toBe(minify(glsl)) |
21 | 75 | })
|
22 | 76 | })
|
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